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Commonwealth Slavers


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Posted (edited)

I'm on my second playthrough now, using 1.06 (I guess the Hotfix for 1.05 is no longer needed so I uninstalled it).
I've made the plugin dynamic in Vortex but still the area around Corvega is quite broken (these previsibis-things, or however they are called).
Should I rather move CS manually at the end of the load order?

 

Another hick-up:
I let my heroine walk the rebellious path this time, so she's getting the cane quite often.
Her first round in the "Whore-room" was quite messy overall.
She was rebellious against Jared, her first visitor, and in came Landstrom and gave her some whipping.
Then the first real customer comes in, she's rebellious again and another whipping starts that continues only interrupted by the next customers that come in.
Each customer uses the cane until the AAF scene jumps in that interrupts and stopps the whipping.
But it starts again with the next one.
Funny enough: The Dialogues work, despite the customers being busy with the cane :D

 

But then the first round still ended correctly with Landstrom sending the heroine to get some sleep after the eights customer.

 

 

Oh...and I found a way to get rid of the collar and my brave heroine survived it!  :D

I'm not telling how, but it has to do with a mod that is in the list of incompatibilities.
Now I'm considering how to use that secret knowledge against the raider-scum :D

 

 

Edited by JonX67
Posted

A couple "The Hooker" bugs/issues:

 

It says to make 300 caps. I made 365 or something and it wasn't enough, so I disabled timer and continued to 600 and than it was accepted. Not sure what the issue is. Maybe the doctor experiment side quest reward wasn't counted in? Also I discovered that sidequest by accident (running around Gristle that informed me about it passively), maybe it should be made as a visible optional item in quest log told to the character by Dwayne?

 

In the Green room, there's a table placed there by "Nuka Ride.esp". If I select anal, it is always used as a furniture and plays the only available animation for it: Nuka Ride anal frisking. I'm solving it by disabling it before animation starts, and re-enabling it afterward. Overall, allowing different sex locations would be better than forcing the Green room. Walking there all the way from police station or the dugout inn if that's where I pick up a John is annoying.

Posted (edited)

I reached the end of this mod. I d like to give some feedback and try to sort it a bit. I put everything in spoilers while trying to avoid any actual spoilers.

 

How did i experience the mod from the roleplaying perspective:

Spoiler

After some quick testrun with my loadorder i tried to play it as seriously as possible. This means i chose the vanilla start as Nates wife and Shauns mother. Gone slowly to the prewar stuff to get a feeling for this young, happy family and my memories freshed up a bit. Knowing already what the vanilla game itself is going to do to them, it gave me chills when i finally spoke to shaun right before entering the cryopod. Then as we all know Nora lost almost everything: The world she was used to, her husband, her son, her old life. And just some moments later some raiders took even more. The most cruel moment for me (after the first day) was when she answered to an NPC "...i dont have anything else." That took me a while to get over it. And i was almost giving up before that moment. 

 

Then i had to start again due to some problems and i started as a vaultdweller, but not Nora. That made it more easy for me to play a rebellious character which isnt already that much traumatized at the start. I took the rebellious path, but without exaggerating it. I avoided the slavers jet most of the time - i took just one injection myself, the other injections were forced - and thus could avoid getting addicted to Jet. I barely survived with some unhealthy prewar food which i found here and there. The Quest "The Fighter" was actually a good moment for my character to regain some self esteem, because i ended up being succesful with this quest. This also forged her future progression a little. At the end she will become very aggressive and brutal against any raiders (maybe except one). Therefore and in regret of what happened in "Pest control" she will help the minutemen to free the commonwealth from raiders. 

 

As brutal as this mod is against the player, it is a believable background story instead of just quickstarting an new game.

 

1 Problem

Spoiler

I chose a second run of "Pest Control" for the 10th and final quest. And something went wrong here, might be a engine hickup though. After i was sent back to the whorehouse, Lindstrom first removed the timer and after ordering me to get to rest he automatically reactivated the timer for 2 hours. Reloaded a save and it happened again. I then just talked again to him and was sent to the real last mission, with the short timer still active. (being fast enough with the dialog solves this, otherwise "boom")

 

Questions/Suggestions

Spoiler

- It would be nice if we could have an option to be keep some of the cosmetic stuff and have the opportunity to get rid of it later, like by dr crocker for example or music etc.

- My character still has the bad name. That i would rather change 

 

General Feedback

Spoiler

This mod is, as the description says is ruthless.  Unlike NR, here are no Ups and Downs balancing each other. The curve goes clearly down and the best one can expect is to get a stockholm syndrome and the goal to be free at some point.  But i must also say (and as i am not a native speaker i hope i can make my point clear), that you @JB. maintained a responsible type of storytelling. Its dark, its very depressing but its not just brutal for the sake of being brutal. It is a realistic scenario for a fictional world - and sadly also not far away from the fate of too many people in our world. 

 

I felt bad when playing it - i sometimes had to force my self to continue - and i almost cried when my character reached freedom. 

 

Thank you for making this gem and this exceptional experience

 

Edited by Heinz01
Posted
On 11/12/2022 at 11:24 AM, JB. said:

Nice. Thanks for the comments and reports, especially when the reports were accompanied by a description of what you have done so that I could replicate it by looking at the CK.

 

@izzyknows The Raider Pet patch does work for me, I just tested it. The only condition is that "Lucky Day" is not running so that the Raider Pet dialog doesn't trigger ("Well, well, what do we have here?"). Lucky Day stops when you finish the mod. I wonder if there is another type of interference here. 

 

FO4Edit has screwed up Declan's greetings order. I'll put a lot of conditions on him for version 1.0.6 and it shouldn't matter so much about the greeting order anymore. 


If you type SQV _CS_House I'll be able to see what stage you're on. There is another user in your same situation. It looks like the quest "The Fighter" is not starting. I am able to start it. 

 

I'm going to include a couple of notifications on that part anyway. 

 

316 (Work in the Whore House. Make at least 100 caps for Lindstrom)
318 (You finished your shift. Talk to Lindstrom). 
320 Start "The Fighter".

 

You can take a quick test at the beginning of the game, even before you meet Murphy. 

 

StartQuest _CS_Fight
SetSTage _CS_Fight 50

 

That should be enough for the quest to start. 


I'm going to set all the aliases of The Fighter as optional for 1.06. That will start the quests no matter if there is a conflict and it will also help me see which aliases are not being filled. 


@m.skynet , that stage is a scene between Gristle and Dwayne. When you enter the office, a scene between the two of you should start (as long as the three of you are there in the office). So far I have noticed that there is one mod that screws up this scene and that is Guns for Hire because it puts a character in the same office. That mod you tell me about should not interfere. 

 

@ShaeKestYou probably already solved it but you need F4Z Roh Doh -or whatever it's called- to make the dialogues have normal timing and be skippable. It's in the list of requirements. 


@Oldwolf58 I'm going to put vanilla cells and not Torture Devices for version 1.0.6. That will correct the problem.


@angryangel81, The best thing to do is to load a game outside the Vault, before you run into Murphy.

 

Type "StartQuest _CS_DC" and then "SetSTage _CS_DC 100". The quest "The Hooker" should start. If it doesn't start, one of your mods is interfering. Remember this is just to quickly test for interference. 

 

 

@Winchester-1973 if you still have Piper and the Mayor, try writing the console command I left in the 1.0.5 update notes. That's the fix for your exact situation... and I forgot to include that fix at the end of "The Hero" scripts?‍♂️  But I'll include it in the next version so it won't happen again to anyone. 


The last quest doesn't use handcuffs! I wonder if it's because you did setstages through consoles and skipped a stage that removed the handcuffs. 

 

@rongeurdos Try this:

 

CQF _CS_Main StopSongs

 

@jabberjaw123 That was fixed until f4edit's automatic cleanup reordered my dialogs. Look, if you keep insisting with Murphy, he should correctly speak the corresponding dialogue that will advance the quest. You speak to him once: he says his generic line. You speak to him a second time: he will say what he must say to move forward. At least until I correct it for the next version.

 

I think the Declan thing may be an oversight on my part. I will check it today and see if everything is correct.

 

Well i went trough the Hooker Quest now but at stage 300 Grizle approaches the whore house with me, i get in and then get killed cause i am out of his roaming radius. ... Boom... I try now to reload a save from the hooker and try to fast travel.

 

Posted (edited)
2 hours ago, MrCruelJohn said:

Found a Violate - or ---> Absalom

I didn't understand very well. What happened?

1 hour ago, Heinz01 said:

I reached the end of this mod. I d like to give some feedback and try to sort it a bit. I put everything in spoilers while trying to avoid any actual spoilers.

 

How did i experience the mod from the roleplaying perspective:

  Reveal hidden contents

After some quick testrun with my loadorder i tried to play it as seriously as possible. This means i chose the vanilla start as Nates wife and Shauns mother. Gone slowly to the prewar stuff to get a feeling for this young, happy family and my memories freshed up a bit. Knowing already what the vanilla game itself is going to do to them, it gave me chills when i finally spoke to shaun right before entering the cryopod. Then as we all know Nora lost almost everything: The world she was used to, her husband, her son, her old life. And just some moments later some raiders took even more. The most cruel moment for me (after the first day) was when she answered to an NPC "...i dont have anything else." That took me a while to get over it. And i was almost giving up before that moment. 

 

Then i had to start again due to some problems and i started as a vaultdweller, but not Nora. That made it more easy for me to play a rebellious character which isnt already that much traumatized at the start. I took the rebellious path, but without exaggerating it. I avoided the slavers jet most of the time - i took just one injection myself, the other injections were forced - and thus could avoid getting addicted to Jet. I barely survived with some unhealthy prewar food which i found here and there. The Quest "The Fighter" was actually a good moment for my character to regain some self esteem, because i ended up being succesful with this quest. This also forged her future progression a little. At the end she will become very aggressive and brutal against any raiders (maybe except one). Therefore and in regret of what happened in "Pest control" she will help the minutemen to free the commonwealth from raiders. 

 

As brutal as this mod is against the player, it is a believable background story instead of just quickstarting an new game.

 

1 Problem

  Reveal hidden contents

I chose a second run of "Pest Control" for the 10th and final quest. And something went wrong here, might be a engine hickup though. After i was sent back to the whorehouse, Lindstrom first removed the timer and after ordering me to get to rest he automatically reactivated the timer for 2 hours. Reloaded a save and it happened again. I then just talked again to him and was sent to the real last mission, with the short timer still active. (being fast enough with the dialog solves this, otherwise "boom")

 

Questions/Suggestions

  Reveal hidden contents

- It would be nice if we could have an option to be keep some of the cosmetic stuff and have the opportunity to get rid of it later, like by dr crocker for example or music etc.

- My character still has the bad name. That i would rather change 

 

General Feedback

  Reveal hidden contents

This mod is, as the description says is ruthless.  Unlike NR, here are no Ups and Downs balancing each other. The curve goes clearly down and the best one can expect is to get a stockholm syndrome and the goal to be free at some point.  But i must also say (and as i am not a native speaker i hope i can make my point clear), that you @JB. maintained a responsible type of storytelling. Its dark, its very depressing but its not just brutal for the sake of being brutal. It is a realistic scenario for a fictional world - and sadly also not far away from the fate of too many people in our world. 

 

I felt bad when playing it - i sometimes had to force my self to continue - and i almost cried when my character reached freedom. 

 

Thank you for making this gem and this exceptional experience

 

Thank you! Even I had to take breaks for several months because the story is really depressing. It's amazing how that put me off the desire to program CS. I finished this mod in September and I thought that by November I would have the good ending, but I still don't have the mental strength to write it. That's why I updated Nuka Ride, because NR was more fun to write than CS.

31 minutes ago, angryangel81 said:

 

Well i went trough the Hooker Quest now but at stage 300 Grizle approaches the whore house with me, i get in and then get killed cause i am out of his roaming radius. ... Boom... I try now to reload a save from the hooker and try to fast travel.

 

Ehhhh... You have to wait for Gristle to arrive and tell you that you can enter. He is the one who sets the stage to 310.

1 hour ago, thiciathy said:

A couple "The Hooker" bugs/issues:

 

It says to make 300 caps. I made 365 or something and it wasn't enough, so I disabled timer and continued to 600 and than it was accepted. Not sure what the issue is. Maybe the doctor experiment side quest reward wasn't counted in? Also I discovered that sidequest by accident (running around Gristle that informed me about it passively), maybe it should be made as a visible optional item in quest log told to the character by Dwayne?

 

In the Green room, there's a table placed there by "Nuka Ride.esp". If I select anal, it is always used as a furniture and plays the only available animation for it: Nuka Ride anal frisking. I'm solving it by disabling it before animation starts, and re-enabling it afterward. Overall, allowing different sex locations would be better than forcing the Green room. Walking there all the way from police station or the dugout inn if that's where I pick up a John is annoying.

Yeah, a wrong condition. Gristle asks for 500 if you agreed to be a slave forever (should be 300). I will change it. Didn't you get the notifications to visit Dr. Duff? The quest has them, it is showed when someone mentions visiting her.

Edited by JB.
Posted (edited)
6 minutes ago, fedim said:

Nulptr.png.4bc1f28cb7bc7c40ecd7bf227552d946.png

Oh thanks. Yesterday I found that you made a translation of the mod. I literally googled Commonwealth Slavers to find the link to Loverslab and I got the russian website. How fast! I congratulate you for that, there are many dialogues in this mod, and I congratulate you even more because you were able to enter that tangle of thorns that my scripts are. I'm not a programmer and I tend to be disorganized.

 

 

Edit: This is my version. Are you sure it's not something from your translated version? ?

 

image.png.4179650e99435273189aab68b0e223a6.png

Edited by JB.
Posted

Something so funny to me about raiders entering the tiny whore room in their bulky ass power armor frames and having to exit them before scenes start; like "buddy, you couldn't have left that outside?" Please don't change it lol, adds levity to a grim situation

Posted
42 minutes ago, JB. said:

I didn't understand very well. What happened?

Thank you! Even I had to take breaks for several months because the story is really depressing. It's amazing how that put me off the desire to program CS. I finished this mod in September and I thought that by November I would have the good ending, but I still don't have the mental strength to write it. That's why I updated Nuka Ride, because NR was more fun to write than CS.

Ehhhh... You have to wait for Gristle to arrive and tell you that you can enter. He is the one who sets the stage to 310.

Yeah, a wrong condition. Gristle asks for 500 if you agreed to be a slave forever (should be 300). I will change it. Didn't you get the notifications to visit Dr. Duff? The quest has them, it is showed when someone mentions visiting her.

 

After Chancer quest, left with Gristle - found the NPC Absalom - ended up in Violate situation - did not know if he was one of the characters you allied to Slavers.

 

John

Posted
19 hours ago, JB. said:

 

Hmmm. I'll check it out now. Thanks for the reports.

 

 

OMG...


The trigger that Big Bomb targets is designed to be "removed" after being activated. Which makes the quest impossible to make repeatable. Ugh. I'll fix it.


Check the trigger for Snoopy too.

Posted

The same in your version with unpacked scripts. Maybe wrong links from translated Devious Devices or RealHandcuffs? I'll try to find...

Posted
19 minutes ago, fedim said:

 Now we will figure it out.

 

It's quite likely FO4CK stripped the master record on write, if you're not using the CK fixes patch. That would result in exactly what you're seeing.

Posted (edited)
2 hours ago, JonX67 said:

Should I rather move CS manually at the end of the load order?

I understand you have a precombine mod that affects the surrounding area of Corvega (or maybe the entire Commonwealth). Those kind of mods need priority too. Make sure to place it near the bottom of your load order. Not necessarily the last place, but among the last.

 

16 minutes ago, jbezorg said:


Check the trigger for Snoopy too.

Check the updates notes. ?

Edited by JB.
Posted (edited)
13 minutes ago, vaultbait said:

 

It's quite likely FO4CK stripped the master record on write, if you're not using the CK fixes patch. That would result in exactly what you're seeing.

That's it! RH is not marked as .esm (I made it in my private version to be able to work on this mod).  I didn't want to do it via soft.

 

Anyone who needs to edit this mod in CK has to flag Real Handcuffs with esm flag.

 

@naaitsab Do you think that is the source of your specific bug too?

Edited by JB.
Posted

Huh, the last time I was here, this mod was in the testing stage. And now it has a 30 pages thread. Cool. Sadly, I got too buried in work, but I just need to find some time and go through this mod all the way, as it should be. Was waiting so long for this opportunity.

 

And, yeah, can I write that this is the best slave mod I've ever seen now? Or would that still be "a lot of pressure"? xD

 

Anyway, congratulations. Great work. Great work, indeed.

Posted

@JB. Request for later, only if you like it.

Spoiler

When doing The Truce, Fusion Core, can it be like the OB putting it in and saying do not drop this whore, and it slips causing PC to have to struggle to keep it in??

Thanks

Posted
21 minutes ago, JB. said:

That's it! RH is not marked as .esm (I made it in my private version to be able to work on this mod).  I didn't want to do it via soft.

 

Anyone who needs to edit this mod in CK has to flag Real Handcuffs with esm flag.

 

@naaitsab Do you think that is the source of your specific bug too?

I don't think so. Haven't opened the mod in the CK.

 

FO4edit still lists it as a master and references to it.

 

image.png.325127c560b398b2c4bfaa1734588397.png   image.png.edaeede23b6177fc128f27739b481aa7.png

 

 

Posted

Going on the Truce quest, to the Federal Ration Stockpile, PC does not have the required skill to hack the doors open.

I am going to use TCL to get through the doors.

Just reporting.

Posted
2 hours ago, JB. said:

I didn't understand very well. What happened?

Thank you! Even I had to take breaks for several months because the story is really depressing. It's amazing how that put me off the desire to program CS. I finished this mod in September and I thought that by November I would have the good ending, but I still don't have the mental strength to write it. That's why I updated Nuka Ride, because NR was more fun to write than CS.

Ehhhh... You have to wait for Gristle to arrive and tell you that you can enter. He is the one who sets the stage to 310.

Yeah, a wrong condition. Gristle asks for 500 if you agreed to be a slave forever (should be 300). I will change it. Didn't you get the notifications to visit Dr. Duff? The quest has them, it is showed when someone mentions visiting her.

 

I guess something was bugged when i saved during a mission. I did from start and it worked. Finished the mod in between and VERY WELL DONE!!! BRAVO! I loved it.

 

One little request at the end. I would love to keep the tattoos, brands and etc. Also cuffs, piercings and collar (maybe locked but not fully enslaving anymore). I did help myself now with presets and the good old console.

 

You did and do amazing! ♥♥♥♥♥♥♥♥♥♥

 

Posted
56 minutes ago, JB. said:

Anyone who needs to edit this mod in CK has to flag Real Handcuffs with esm flag.

I'd strongly recommend using F04 Creation Kit Fixes. Which fixes a lot of the CK's weirdness and makes it more enjoyable to yell at... I mean use.

Posted
32 minutes ago, caveman74 said:

Going on the Truce quest, to the Federal Ration Stockpile, PC does not have the required skill to hack the doors open.

I am going to use TCL to get through the doors.

Just reporting.

Go around, or enter through the church.

Posted
1 hour ago, naaitsab said:

I don't think so. Haven't opened the mod in the CK.

 

FO4edit still lists it as a master and references to it.

 

Yeah, if you only edit the plugin with FO4Edit then it won't matter, it's just the CK which is boneheaded about it. For the mod I'm currently working on, I've done all my patch plugins with FO4Edit for precisely that reason (my main plugin is done with unmodified FO4CK, but it only has the base game and DLCs as masters).

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